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A few notes about the current state of instanced stereo in this release. The framework and basic rendering support are in this preview. There should be no issues or performance regressions with the feature turned off.

The feature is enabled by checking Instanced Stereo under Edit -> Project Settings -> Rendering -> VR. This requires an engine restart and shader recompile. The base pass and early-z pass should work with static meshes, skeletal meshes, sprite particles and mesh particles with the feature turned on (both serial and parallel rendering paths). A number of small optimizations and other rendering features are not implemented in this release, but will be ready for 4.11.

Instanced stereo currently works on PC (DirectX) and PS4. Other platforms will be something I look at after 4.11.

Basically, we're utilizing hardware instancing to draw both eyes simultaneously with a single draw call and pass through the render loop. This cuts down render thread CPU time significantly and also improves GPU performance. Bullet Train was seeing ~15 - 20% CPU improvement on the render thread and ~7 - 10% improvement on the GPU.

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Holy ****. I found all the new Settings nodes in Blueprint. Dreams do come true! Can we expect to similar treatment for input mappings?

...care to provide a master list? I can't play with the new engine until Rama updates for it but I'm interested in holding off on certain settings-based workarounds if a solution is coming when 4.11 drops.